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-   -   Paths & Lakes (http://www.ironworksforum.com/forum/showthread.php?t=99947)

Dinonykos 10-10-2008 01:03 PM

Re: Paths & Lakes
 
http://one.xthost.info/Dinonykos/Template_pipe.png

Okay, this is a better version. With the green lines, I tried to implement how curves might work. But working that out in detail would need a lot of experimenting, and since I have right now no need for a pipe, I leave that to you, Manikus. :) I am quite sure that it can be done.

manikus 10-10-2008 05:11 PM

Re: Paths & Lakes
 
Simply amazing, Dinonykos. I know I said I was going to finish the one project and playtest the other project before doing any art, but I might have to switch my priorities around.:D:D:D

Have you considered having a templates section at your website?

Uatu 10-10-2008 10:45 PM

Re: Paths & Lakes
 
Wow, even more complex grids! :D Perhaps I will play with them sometime...

manikus 10-10-2008 11:07 PM

Re: Paths & Lakes
 
Quote:

Originally Posted by Uatu (Post 1219454)
Wow, even more complex grids! :D Perhaps I will play with them sometime...

Yes, please. :D

Dinonykos 10-11-2008 03:59 AM

Re: Paths & Lakes
 
You have to be cautious with slots H, P, and J. There is no optimal solution for handling them, I guess...
I am really curious what you come up with, Manikus.
However, I would say: Don't change your priorities if you are able to finish one of your scenarios... :D

manikus 10-11-2008 10:03 AM

Re: Paths & Lakes
 
I am also curious as to what I will do. :)

I think I will be able to work a few hours on finishing the design using D and U art and a few hours playtesting the special project, and then maybe I can put in an hour or two working on this. :)

SilentThief 10-11-2008 03:57 PM

Re: Paths & Lakes
 
A set of extended (as in tall hyper whatever) wall templates made for DL would be nice ;)

ST

manikus 10-11-2008 04:03 PM

Re: Paths & Lakes
 
They're available in the threads here in the forum (maybe even in this thread...). :)

Funky Dynamite 10-13-2008 07:06 PM

Re: Paths & Lakes
 
Quote:

Originally Posted by manikus (Post 1219204)
Well, considering you're the one that has actually released a demo, and we haven't, I guess we could say the same to you. ;)

Eh, my demo is not that much, and it's kinda crude....

manikus 10-13-2008 07:17 PM

Re: Paths & Lakes
 
Quote:

Originally Posted by Funky Dynamite (Post 1219717)
Eh, my demo is not that much, and it's kinda crude....

But, it's a demo - you can continue to work on it for the release of the game. ;)

Funky Dynamite 10-13-2008 07:22 PM

Re: Paths & Lakes
 
True.

Dinonykos 10-16-2008 09:09 AM

Re: Paths & Lakes
 
To celebrate the birth of new Dinonykos specimen, I post this new example for paths and lakes... :D

http://one.xthost.info/Dinonykos/Helmetlands_Magma.gif

Arminius 10-16-2008 09:59 AM

Re: Paths & Lakes
 
All you guys [and gals if any?] rock! Thanks everyone for contributing to this fine thread. Loads of useful info and ideas in here!

Those wall grids and guides gave me an idea. Is there perhaps some sort of mathematical forumula that could actually calculate and help us design new types of walls? If some math wizard could give me a kind of basis to work from I could experiment with the concept and see what I come up with.

I'm thinking of like a java or vb or other program using such a forumula or formulas to draw those grids on screen with perhaps a random mode and modes using specific desired dimensions and effects [round, square, flat, tall, regular, half-height, right curve, left curve, up curve, down curve, etc...]. Is this feasable or am I really stretching the bounds of feasibility here?

Uatu 10-16-2008 11:14 AM

Re: Paths & Lakes
 
Dayum! You sure make awesome wallsets and backgrounds, Dinonykos! That dungeon looks hot hot HOT!!! :D

Uatu 10-16-2008 11:15 AM

Re: Paths & Lakes
 
...and here I am looking for a new icon of some prehistoric arthropod! Doh! Congratulations on the new Dinonykos birthling! :D

manikus 10-16-2008 11:53 AM

Re: Paths & Lakes
 
Congratulations, Dinonykos! :) I'm amazed that with the addition of a little baby Dinonykos that you had time to do anything DC related. :D

That animation is something special. :) It seems it will be easier for our PCs to visit the Nine Hells and the Abyss now. :D:D:D

Dinonykos 10-16-2008 12:05 PM

Re: Paths & Lakes
 
Quote:

Originally Posted by Arminius (Post 1219920)
I'm thinking of like a java or vb or other program using such a forumula or formulas to draw those grids on screen with perhaps a random mode and modes using specific desired dimensions and effects [round, square, flat, tall, regular, half-height, right curve, left curve, up curve, down curve, etc...]. Is this feasable or am I really stretching the bounds of feasibility here?

The problem with DC is that the perspectives are not completely logical. This means that sometimes it is a matter of feeling and personal taste how to solve the problems with special walls (e.g. round walls, diagonal walls or "wall-floors").
Therefore, I assume that creating a program for creating grids might work, but you would still have to improvise a lot while drawing your walls using the grids. In my opinion it is not worth the effort (although the idea is certainly interesting).

Dinonykos 10-16-2008 12:12 PM

Re: Paths & Lakes
 
Quote:

Originally Posted by manikus (Post 1219928)
Congratulations, Dinonykos! :) I'm amazed that with the addition of a little baby Dinonykos that you had time to do anything DC related. :D

I did the walls (btw, the red lava/magma consists of three walls) and the BG between 1 and 3 pm last night... It took much less (much less, is that correct English?) time than e.g. the conifers. I was a little surprised myself that it looked quite good in the end. :D :D :D
The baby and my wife are fine and I since I have some free days, there is a little time left for DC.

manikus 10-16-2008 06:12 PM

Re: Paths & Lakes
 
Dinonykos, I am glad to hear they are doing well. :)

2 hours? That's pretty good. (And "much less" is correct English.)

I can't wait to see what you do next. :D:D:D

Oh, and as for the program to make the various types of walls - anyone with that kind of programming skill should be working on getting DC to version 1.0. :ninjas:

Dinonykos 10-17-2008 05:24 AM

Re: Paths & Lakes
 
Quote:

Originally Posted by manikus (Post 1219943)
2 hours? That's pretty good.

Well, I had my first or second wheat beer after weeks of alcohol-free beer (assuming that every night I could have to drive to hospital), that might have inspired me. I think the major point is however that light effects as those in the "magma cave" are quite easily done in Paint Shop Pro (which I used) with a little practise, but in the end give a lot of atmosphere. Trees, furniture and so on in the opposite contain a lot of details, which takes much more time.

Quote:

Originally Posted by manikus (Post 1219943)
I can't wait to see what you do next. :D:D:D

A fully functioning drawbridge perhaps, but as you always write: Home and job first... :D
And also, if I find some time between job and family: progress with the adventure itself! After I found out how to do paths and lakes and so on, I find myself again in thinking about new optical gimmicks. :( :) However, a drawbridge would certainly be quite useful and give a LOT of atmosphere. :D

Quote:

Originally Posted by manikus (Post 1219943)
Oh, and as for the program to make the various types of walls - anyone with that kind of programming skill should be working on getting DC to version 1.0. :ninjas:

Good point!!!!!

SilentThief 10-17-2008 09:03 AM

Re: Paths & Lakes
 
Congratulations, Dinonykos. I've got a little 8 month old mini-Silentthief running around in a walker starting to explore the world, and he's my pride and joy.

A brand new family edition, and still making awesome artwork for DC :saywhat::saywhat: Once again, that's amazing

ST

manikus 10-17-2008 11:53 AM

Re: Paths & Lakes
 
Quote:

Originally Posted by Dinonykos (Post 1219977)
Well, I had my first or second wheat beer after weeks of alcohol-free beer (assuming that every night I could have to drive to hospital), that might have inspired me. I think the major point is however that light effects as those in the "magma cave" are quite easily done in Paint Shop Pro (which I used) with a little practise, but in the end give a lot of atmosphere. Trees, furniture and so on in the opposite contain a lot of details, which takes much more time.

Nothing quite like liquid inspiration. I am excited to do some reimplementing now, but I must work on my design and playtesting first. I must, I must. :D (If I keep telling myself this, I might even do it.)

Dinonykos 06-30-2009 04:51 AM

Re: Paths & Lakes
 
Hey Manikus, have you followed your pipe-wall idea mentioned earlier in this thread? Although I still do not want to do a pipe myself, I think my cave walls could need some improvements, which my lead to a pipe-like appearance...

manikus 06-30-2009 03:06 PM

Re: Paths & Lakes
 
I haven't yet, but I was just thinking about the idea this weekend, as I'm getting ready to do a sewer and thought it would be nice to have the top rounded. :)

I may end up doing two versions - one for my mod (which uses a non-standard viewport) and one for the 640 resolution to add to the City project. :D

Dinonykos 07-02-2009 05:51 PM

Re: Paths & Lakes
 
Er... hm... the city project... I guess I will have a look at it now... :D

manikus 07-02-2009 06:25 PM

Re: Paths & Lakes
 
It would be nice if some new life were breathed into this effort. :D

I don't know how much or how little the others have done, as noone has submitted anything back to me yet. I hope to put up a more recent version of the base design very soon though. :)

Dinonykos 07-02-2009 06:36 PM

Re: Paths & Lakes
 
Well, I tried to do some "neutral" art, which means I tried to draw some humanoids to make my section feel alive. However, since I am not well-trained in drawing human/elvish/dwarven characters, I am not very satisfied yet with the results... They look a little better than the human and the elf I have already added to my homepage, but... Hm!

manikus 07-02-2009 06:53 PM

Re: Paths & Lakes
 
Okay, you've convinced me, I'll work on the City tonight. :) I've been working on some new techniques for lighting my figures and scenes, and today seems like a good day to make some citizens. :D

First, I'm making inhabitants for all of the shops and places where money can be spent, then I'm going to make inhabitants for the houses. I estimate that I will probably need in upwards of 150 portraits. Then, I can get to work on sprites and NPC walls. :D

I"ve also been thinking a lot about how PCs rest. My nephews are playing a game where the character can buy a house and rest there. This shouldn't be hard to implement at all. This also goes with an idea I've kicked around about banks lending funds to PCs. :) Yay! Lots of new ideas to try out. :ninjas:

Dinonykos 07-02-2009 06:58 PM

Re: Paths & Lakes
 
Ah! Lending funds... Okay, but you should also definitely include an option for the party to bet on stocks of companies which earn money by organising bets on their own stocks. :D :D :D

manikus 07-02-2009 07:24 PM

Re: Paths & Lakes
 
Something that I've already worked up, except for the graphics, is a gambling game, so that the player can lose all of her money. :D (Of course, she might be able to win some too.)

A speculation system would be even easier, b/c you could have the player buy stocks by a certain time and have updated prices at other specific times and the player could choose to turn in her stock whenever for the current value. You could have a more complicated system that reflects the City's events in the prices going up or down, too. :D

Dinonykos 07-02-2009 07:29 PM

Re: Paths & Lakes
 
Yep, that sounds really great. E.g., if the party burns down the granaries, the prices for cereals will rise and the party could make a great deal...

(You see, I have some sinister ideas, too... :) )

manikus 07-02-2009 07:35 PM

Re: Paths & Lakes
 
We could also have the weather effect prices, or the season. It's winter time, so the price of coats has gone up. :)

This could be used for stores as well. They can have sales, run out of items or raise the price due to shortages.


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